35 lines
1.0 KiB
GLSL
35 lines
1.0 KiB
GLSL
uniform mat4 g_WorldViewProjectionMatrix;
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uniform mat4 g_WorldMatrix;
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uniform float g_Time;
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uniform float m_WindSpeed;
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uniform float m_WindStrength;
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uniform vec2 m_WindDir;
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in vec3 inPosition;
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in vec2 inTexCoord; // echte UV-Koordinaten der Samen-Textur
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out vec2 varUV;
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void main() {
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vec4 pos = vec4(inPosition, 1.0);
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vec2 worldXZ = (g_WorldMatrix * pos).xz;
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float t = g_Time * m_WindSpeed;
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vec2 windN = (dot(m_WindDir, m_WindDir) > 0.001) ? normalize(m_WindDir) : vec2(0.0, 1.0);
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float wavePhase = dot(worldXZ, windN);
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float randPhase = fract(sin(dot(worldXZ, vec2(127.1, 311.7))) * 43758.5453) * 6.2832;
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float sway = sin(t * 2.1 + wavePhase * 0.10 + randPhase) * 0.6
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+ sin(t * 1.4 + wavePhase * 0.06 + randPhase * 0.73) * 0.4;
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// Samen sitzen immer an der Spitze → voller Windfaktor (wf = 1.0)
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float bend = sway * m_WindStrength;
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pos.x += windN.x * bend;
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pos.z += windN.y * bend;
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varUV = inTexCoord;
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gl_Position = g_WorldViewProjectionMatrix * pos;
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}
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